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Steampunkette

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Everything posted by Steampunkette

  1. Apparently Incandescent Strike causes an animation glitch in the "Combat Idle while Hovering" animation. In the glitch, the character model's arms jerk outward at specific intervals and yank back to normal position. Like a good player, I made a video to make it easier to verify the glitch. No idea why there's a black box L around the game playspace... it didn't show up in OBS.
  2. I'm saying that if you're on a team and need heal self so badly that you cannot take a break from tanking to run around the corner and heal yourself, and need to do so, then you have a very bad team both in composition and play style. Which is such a narrow field that explicitly only affects tanks, that no change to heal self is really going to help. And if you're not on such a crap team you either have support to keep you from dying so you don't need heal self or you can run around the corner to survive by using heal self. The problem being presented is so incredibly niche and small that it shouldn't really be considered a problem.
  3. Seriously, if your team isn't watching your health and helping you out it's their fault you're dropping. Tell them IN ADVANCE to use some mitigation effects if you think you're gonna get in trouble. Though for the record? Even the buff-debuff sets TYPICALLY have at least SOME healing. So unless you've flatly refused to have Corruptors, Defenders, Masterminds, or Controllers on your team you shouldn't need much, if any, self healing. And if you've got a Controller or Dominator on the team you shouldn't have a problem using your self heal. Also your OWN KB/Immob/Etc. Or maybe since everything is aggroed on you, and no one is providing Controls or Knockback, just run and heal. Barring ridiculously OP Blasters or Scrappers/Brutes trying to steal the aggro (And hey, they're tough enough to endure some) you can still just run and heal. Like... how explicitly -specific- are you building your teams where you eschew anyone who has any kind of control or healing abilities that this is a serious issue for you?
  4. If you've got a team: Tell THEM to Knockback the enemies. Or Control them. OR throw heals. Unless your entire team is Fire/Fire Sentinels you're going to have -someone- on the team who can delay the enemy, or debuff them, long enough to get the heal off.
  5. Honestly I don't understand the Wizardry involved in making them desummon and resummon when you walk onto a different map. It didn't -used- to work that way. You used to have to resummon your pets any time you swapped maps! Maybe that would work? But it could also be abused... like in Stealthing missions. Desummon pets, Stalker gets to the boss, Recall Friend, Resummon. So maybe it would need a decently large recharge? I dunno...
  6. Step 1. Use Knockback. (Knockdown probably won't get you the time interval you need!) Step 2. Run around corner. Step 3. Self-heal Step 4. Resume buttkicking Or if you're level 41 or higher: Step 1. Use AoE Immobilize from Epic Pool Step 2. Run around corner. Step 3. Self Heal. Step 4. Resume buttkicking. Or -just- run away and heal. Between travel powers and even Sprint you'll outrun any enemy in the game for a -while- at least. Certainly far enough to pull off a self-heal.
  7. That would actually require someting like 12 different powers within the engine to register a list of which pets are out and which pets aren't when you click the "Desummon" power. And then that would put a contextually relevant "Buff" on you for the resummoning effect. Well that's not -entirely- true... you'd need a LOT MORE than 12. Since you'd need to include things like "Does pet 1a have Pet Empowerment A on them? Does pet 1b? Does pet 1c? Does pet 2a? 2b? 3? What about Pet Empowerment B?" Since which pets have which buffs would need to be pre-loaded into the 'buff' that you get which allows you to use the Resummon power.
  8. Latency, Crowding issues, and server cycles are the reason for that. Right now the Support NPCs check every few cycles to see if you're 'too far' and they have to move over to be near you. To get them to follow more closely means increasing the frequency of those checks. Which increases the cost on resources for MM pets just to exist. Even if the check comes back "You're close enough" it still takes a check and a response. Crowding has different issues that are more of a socially contextual problem. And then Latency, first listed, last expounded upon, 'cause that's kind of how Latency is! In situations where high ping crops up you'd be right back where you started with the NPCs not following closely enough with the added resource drain of them fruitlessly checking that you're in range before the latency equalizes and they have to haul ass to catch up.
  9. Rage for Scrappers: Toggle which grants a small constant damage and accuracy buff, but adds an increased Crit Chance to all Superstrength Attacks.
  10. ... I mean... there's also the issue that you'd be providing a safe space for people who actually hold such views to be emboldened behind a disingenuous mask of "It's just RP!" Which under normal circumstances wouldn't be an issue, but these days holy cripes, Doc! White Supremacists marching in the streets, running their cars into protesters, being called very fine people by the President, and shooting up or burning down churches... I gotta say, this villaingroup idea (I refuse to call them threat groups) is just begging for the 4chan brigade to storm on in.
  11. Creating the circle at maximum range wouldn't simplify the math at all, since it would require a secondary pseudopet. It also wouldn't fix any of the problems since people would be slipping out of the cone -before- reaching the end of it (and thus sliding into the circle). Further, it would suck any enemies near the circle to the center, while other characters are slowly pushed toward the circle before they, too, slipped into the center. I'm not certain if they could do the 20-30 degree axial tilt, but if they could it would create a nice 'Orbit' effect, I guess?
  12. Nope. A Cone is a straightforward cone which has a center line between you and the initial target. It's 'edges' are defined by the area (Usually between 30 and 45 degrees). That First Repel would push enemies away from you in a direct line, including potentially out of the cone's area (No way to avoid it, really) The Second Repel would be a circle with a radius attached to your primary target (All areas of effect are cones or circles, unless the i25 changes implemented by SCORE include other shapes), but use the i25 vector changes to focus inward, drawing enemies toward the one you're pushing back. Thus enemies get pushed away from you by the cone and into the circle which draws them closer to the center while you're still pushing them away.
  13. For that the emanation point would have to be relative to the target and an environmental point that is either common to all targets within the effect. But no single horizontal point could ever be in the same relative position to push them in the same direction and it would require multiple emanation points per target. So the only logical option would be "Under", since the X/Y/Z is by nature already defined for each entity based on it's grid coordinates in "three dimensional space" as perceived (and constructed) by the game's engine. Unless there have been some, frankly, insane levels of changes that would allow for a single vectored cone to contain different vectored repels based on inverse angles relative to the central line of the cone to force secondary targets toward the center while being repelled from the caster at an oblique to keep them on-line. Oh. Yes. That would work INFINITELY better! Two separate Repel Effects, one of which is turned inward as an aura around the initial target, one which is a cone -targeting- the target and emanating from the caster. Brilliant idea, Redlynne!
  14. Personally I'd love to see a "Telekinetic Control" set that is all about Vertical Repel effects lifting enemies into the air instead of 'just' immobilizing them. Lots of knock-around stuff. Up. Down. Toward. Away. Slamming people into walls and each other. GASP. A "Cluster" power that sucks everyone inward onto the targeted enemy with KB or Repel vectored inward. HNNNNN... I WANTS IT
  15. The amount of happy in me over this is OVER THE MOON. I was wrong! I admit it, happily, and I will sing Leandro's praises to the stars. This is wonderful and I eagerly await seeing some of these new mechanics that have been added!
  16. Any creature has a point within the x/y/z axes of the game that it occupies. That point is where all emanations come from. And no. You cannot make a pseudo pet that targets it's caster with a cone. I asked Castle that question back in the day when describing a Speedster Blast powerset.
  17. So... Repel is a Radial Effect. Even when it's in a displaced power like Telekinesis. Telekinesis puts a "Repel" effect in a circle around an NPC you pick and pushes that NPC away from you. Directly away from you. Any NPCs who get caught in the radius are also pushed -directly- away from you, but only relative to your current position. So NPCs slightly to the left and the right of the targeted NPC aren't pushed straight back, they're pushed back and left, or back and right, relative to the central NPC, because those are straight lines relative to your position. If you created the Pseudopet at a distance and had it repel things 'toward you' it would need to provide a repel effect in a giant circle. And any NPC caught inside that circle would go away from the center of the circle (The Pseudopet's location) Again, relative to their position in relation to the pseudopet. Which means enemies would go left and right of you, and even the enemy or enemies being pushed 'directly' toward you would continue to be pushed -beyond- you. Because there would be no way for the repel's area to have an explicit limit that is accurate to your position invariably, since it would need to be set before the power was activated. And no. There's no way to put down a pseudopet that fires a cone towards you with repel in it. And even if there was, you'd still have all of the same problems (Left-right drift relative to the pseudopet, overshooting/undershooting based on the repel radius, etc) It cannot be done without creating a new game mechanic called 'Pull' which would be a -massive- undertaking.
  18. AH HAH! I have lured you into my cunning trap! What do you think of the ATs above? Have you voted? 😉
  19. It cannot repel toward the player. "Toward the Player" is meaningless to the game's engine, for one thing, and repel doesn't work like that for another. This is quite literally impossible, Zepp, without creating an entirely separate power function.
  20. ... well... Here's hoping the Instigator Take 2 is different enough to be fun or at least examined seriously.
  21. Apparently there was or is a "Guardian" AT in the files which is Assault/Defense. Though I think the team took that idea and made the Sentinel out of it, rather than it being something we can expect.
  22. Because it's the Instigator Take 2 that is popular. And yeah. A whoooole lot of people want a Melee-Fender. To the point where I'm pretty sure the Instigator Take 2 is gonna get kicked off the competition by one.
  23. Knock Up works because "Up" is not relative to the position of the model. Up is up. Down is down. If my character is laying down so their head is pointed 'south' and their feet are pointed 'north' they get thrown up in the air rather than 'up relative to the direction their head is pointing' The X/Y/Z axes of the world aren't tied to characters. And a character can't be programmed to fall for a certain duration because object coding exists to create walkable surfaces. The second it reaches that surface the 'fall' ends.
  24. Repel is a radiating affect outward from the creature generating the repel effect. It cannot be reversed with a -Repel effect because -Repel is 'Less Repel' until it hits 0. When it reaches 0 it becomes 'No Repel'. When it hits -1 it's still 'No Repel' because there was never a 'pull' effect created. You cannot put "Repel" behind enemies or 'on the other side of them' to mimic the effect because the game doesn't have a 'Behind' function tied to PCs or NPCs. You would need to create a separate type of effect "Pull" which mimics Repel's function but in reverse... it's -possible-, but it would be very time consuming, Particularly what happens when the NPC being pulled reaches the player. Does it push the player? Rotate around in a tight orbit? What if there's 12 other NPCs already crowding the PC? Does he become trapped in a 360 degree orb of NPCs? It has problems, and it would take a lot of work to create the effect. But there's no way to use Repel to mimic it.
  25. Let's instigate some voting, c'mon! Besides. I wanna see an Instigator vs Zoomer thread.
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